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Question by z_orochii · Feb 25, 2020 at 06:52 PM · meshshader programmingskyboxshaderlab

Generate mesh from shader for Skybox (withouth the MeshRender workaround)

Hi! Been looking through all the netverse and no answers. I mean there is a workaround by using an object with mesh etc, but I think it's an ugly messy solution.

Thing is. I can make a custom skybox shader, no problem. I can map a single texture to it, and looks fine. Anything color related, I can manage, I think.

However, I haven't been able to find any reference about changing the mesh to something else. The pregenerated mesh used by the skybox shaders is fine for general purposes, especially when you have a predefined up direction and horizon. But what if for any reason I want to use a different mesh?

I know skybox should be able to change its mesh, because the 6 sided cube does it (it says so in the polycount).

alt text

Now, I can pinpoint some things from this image. I see there are 5 extra SetPass calls, which is natural since 6-side cube uses 6 textures.

If it's not done from shader, I'd love to know where does it happen, or if anyone knows how to do the same, but just generate my own mesh arbitrarily.

Thanks!

stats-skybox.png (45.6 kB)
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